Mining Site OSL57 Kismet Notes
All cinematic sequences involved ships either taking off, flying overhead or landing near the level. A total of five sequences play one after the other as players battle on the mining platforms below. Each sequence has a time delay of a few minutes before playing so that they play throughout a match. Sound effects were added to the sequences which made them seem more realistic and alerted players to when they occurred.
The most complex out of the five sequences is the fourth, which is an aerial dogfight between two ships as they fly overhead. The sequence has one ship chasing and shooting at the other ship as they briefly fly into view over the level, bank right and then fly out of view.
The "aerial dogfight" sequence required me to alter movement curves and coordinate sounds with certain keyframes. The pursuit ship's gunfire was created by revealing and hiding two attached muzzle fire particles and syncing them with weapon discharging sound effects.
Futuristic Pump Machine
One of my scripted creations was a futuristic pump machine setup in a small lake area in the northwest corner of the map. The machine is composed of several different static meshes, a couple of blue particles and a toggle-able blue light that turns on when the blue particle flashes.
Static meshes of thin metal rings were converted into interpolating actors and placed above the machine as if they were hovering. I changed the physics of these metal rings to rotational and altered their yaw value so they would constantly rotate around.
The flashing blue particle was placed at the center of the rotating rings and only fired once, so I used a Matinee sequence to loop the particle's firing rate. Finally I placed a toggle-able blue point light at the center of the rings and used the same Matinee sequence to turn it off and on with the flashing particle.